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source: orxonox.OLD/branches/presentation/src/world_entities/world_entity.h @ 9162

Last change on this file since 9162 was 9162, checked in by rennerc, 18 years ago
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[4680]1/*!
[4885]2 * @file world_entity.h
3 * Definition of the basic WorldEntity
[7711]4 */
[2036]5
[3224]6#ifndef _WORLD_ENTITY_H
7#define _WORLD_ENTITY_H
[2036]8
[3365]9#include "p_node.h"
[5996]10#include "synchronizeable.h"
11#include "model.h"
[2036]12
[7927]13#include "cr_engine.h"
[6142]14#include "object_manager.h"
[5511]15#include "glincl.h"
[5995]16#include <vector>
[5511]17
[8724]18#include "aabb_tree_node.h"
19
[8190]20#include "physics_interface.h"
[7927]21
22
[8190]23
[4885]24// FORWARD DECLARATION
[7460]25namespace OrxSound { class SoundBuffer; class SoundSource; }
[8974]26namespace OrxGui { class GLGuiWidget; class GLGuiBar; class GLGuiEnergyWidget; };
[7779]27
[5143]28class BVTree;
[8190]29class BoundingVolume;
[8724]30class AABBTreeNode;
[5511]31class Model;
[7927]32class CollisionHandle;
[8190]33class Collision;
[6440]34
[7927]35
[5498]36//class CharacterAttributes;
[4682]37
[5498]38
[4885]39//! Basis-class all interactive stuff in the world is derived from
[6498]40class WorldEntity : public PNode
[4680]41{
[6430]42public:
43  WorldEntity();
[3221]44  virtual ~WorldEntity ();
[3365]45
[6512]46  virtual void loadParams(const TiXmlElement* root);
[5994]47
[7711]48  void loadModel(const std::string& fileName, float scaling = 1.0f, unsigned int modelNumber = 0, unsigned int obbTreeDepth = 4);
[5994]49  void setModel(Model* model, unsigned int modelNumber = 0);
[6440]50  Model* getModel(unsigned int modelNumber = 0) const { return (this->models.size() > modelNumber)? this->models[modelNumber] : NULL; };
[5994]51
[7221]52  inline void loadMD2Texture(const std::string& fileName) { this->md2TextureFileName = fileName; }
[6222]53
[4885]54  /** @param visibility if the Entity should be visible (been draw) */
55  void setVisibiliy (bool visibility) { this->bVisible = visibility; };
56  /** @returns true if the entity is visible, false otherwise */
[5511]57  inline bool isVisible() const { return this->bVisible; };
[5026]58
[7085]59  virtual void reset();
[3583]60
[3229]61  virtual void postSpawn ();
[6959]62  virtual void leaveWorld ();
[3583]63
[5501]64  virtual void tick (float time);
65  virtual void draw () const;
[6005]66
[7927]67  /* --- Collision Detection Block  --- */
[7711]68  bool buildObbTree(int depth);
[5029]69  virtual void collidesWith (WorldEntity* entity, const Vector& location);
[8186]70  virtual void collidesWithGround(const Vector& location);
71  virtual void collidesWithGround(const Vector& feet, const Vector& ray_1, const Vector& ray_2);
72
73
74/** @returns a reference to the obb tree of this worldentity */
[7711]75  inline BVTree* getOBBTree() const { return this->obbTree; };
76  void drawBVTree(int depth, int drawMode) const;
[8724]77  inline AABB* getModelAABB() { return (this->aabbNode)?this->aabbNode->getAABB():NULL;}
[5501]78
[7927]79  /* --- Collision Reaction Block --- */
[8190]80  void subscribeReaction(CREngine::CRType type);
81  void subscribeReaction(CREngine::CRType type, long target1);
82  void subscribeReaction(CREngine::CRType type, long target1, long target2);
83  void subscribeReaction(CREngine::CRType type, long target1, long target2, long target3);
84  void subscribeReaction(CREngine::CRType type, long target1, long target2, long target3, long target4);
[6424]85
[8190]86  void unsubscribeReaction(CREngine::CRType type);
87  void unsubscribeReaction();
[6424]88
[8190]89  bool registerCollision(WorldEntity* entityA, WorldEntity* entityB, BoundingVolume* bvA, BoundingVolume* bvB);
[8894]90  bool registerCollision(int type, WorldEntity* entity, WorldEntity* groundEntity, Vector normal, Vector position, bool bInWall = false);
[8190]91  /** @return true if there is at least on collision reaction subscribed */
92  inline bool isReactive() const { return this->bReactive; }
93
94  CollisionHandle* getCollisionHandle(CREngine::CRType type) const { return this->collisionHandles[type]; }
95
[9003]96  /** @returns true if this entity is standing on ground (BSP model) */
97  bool isOnGround() const { return this->bOnGround; }
98  /** @param flag: marks if this entity is standing on ground */
99  void setOnGround(bool flag) { this->bOnGround = flag; }
100
[9008]101  virtual void hit(float damage, WorldEntity* killer);
102
[9162]103  virtual void destroy( WorldEntity* killer );
[8190]104
[8724]105
[5510]106  /* @returns the Count of Faces on this WorldEntity */
107  //unsigned int getFaceCount () const { return (this->model != NULL)?this->model->getFaceCount():0; };
108  //  void addAbility(Ability* ability);
109  //  void removeAbility(Ability* ability);
110  //  void setCharacterAttributes(CharacterAttributes* charAttr);
111  //  CharacterAttributes* getCharacterAttributes();
[4680]112
[7927]113  /* --- Object Manager Block --- */
[6142]114  void toList(OM_LIST list);
[8037]115
116  void toReflectionList();
117  void removeFromReflectionList();
118
[6142]119  /** @returns a Reference to the objectListNumber to set. */
120  OM_LIST& getOMListNumber() { return this->objectListNumber; }
121  /** @returns a Reference to the Iterator */
[7370]122  ObjectManager::EntityList::iterator& getEntityIterator() { return this->objectListIterator; }
[6222]123
[8894]124  void hide() { if( this->objectListNumber != OM_DEAD) this->lastObjectListNumber = this->objectListNumber; this->toList(OM_DEAD); }
[9003]125  void unhide() { if( this->objectListNumber != this->lastObjectListNumber) this->toList(this->lastObjectListNumber); }
[8894]126
127
[7927]128  /* --- Character Attribute Block --- */
[8190]129  /** @returns the damage dealt by this world entity */
130  float getDamage() const { return this->damage; }
131  /** sets the damage dealt to @param damage damage per second */
132  void setDamage(float damage) { this->damage = damage; }
[6430]133  /** @returns the Energy of the entity */
[6700]134  float getHealth() const { return this->health; };
[6430]135  /** @returns the Maximum energy this entity can be charged with */
[6700]136  float getHealthMax() const { return this->healthMax; }
137  float increaseHealth(float health);
138  float decreaseHealth(float health);
139  void increaseHealthMax(float increaseHealth);
[7779]140  OrxGui::GLGuiWidget* getHealthWidget();
[7064]141  bool hasHealthWidget() const { return this->healthWidget; };
[8190]142
[7954]143  virtual void varChangeHandler( std::list<int> & id );
[6430]144
[8190]145
146  //FIXME: the PhysicsInterface and the whole PEngine should probably be reviewed. Here its just used to store the vars
147  /* --- Physics Interface --- */
148  inline PhysicsInterface getPhysicsInterface() const { return this->physicsInterface; }
149  inline float getMass() const { return this->physicsInterface.getMass(); }
150  inline float getTotalMass() const { return this->physicsInterface.getTotalMass(); }
[8490]151  inline void setVelocity(const Vector& vel) { this->velocity = vel; }
[8190]152
153
[7927]154  /* --- Misc Stuff Block --- */
155  void debugWE() { this->debugEntity(); }
156  ;  ///FIXME
157  void debugEntity() const;
158
159
[6430]160protected:
[7095]161  void setHealth(float health) { this->health = health; this->updateHealthWidget();};
[6700]162  void setHealthWidgetVisibilit(bool visibility);
163  void setHealthMax(float healthMax);
164  void createHealthWidget();
[7711]165
[5994]166  //  CharacterAttributes*    charAttr;         //!< the character attributes of a world_entity
[6430]167private:
[6700]168  void updateHealthWidget();
[5994]169
[6430]170private:
171  /// TODO maybe we will move the following three entries and the corresponding functions to Playable AND NPC
[8190]172  float                   damage;             //!< the damage dealt to other objects by colliding.
[6700]173  float                   health;             //!< The Energy of this Entity, if the Entity has any energy at all.
174  float                   healthMax;          //!< The Maximal energy this entity can take.
[8974]175  OrxGui::GLGuiEnergyWidget* healthWidget;    //!< The Slider (if wanted).
[6341]176
[6142]177  std::vector<Model*>     models;             //!< The model that should be loaded for this entity.
[7221]178  std::string             md2TextureFileName; //!< the file name of the md2 model texture, only if this
179  std::string             modelLODName;       //!< the name of the model lod file
[6142]180  BVTree*                 obbTree;            //!< this is the obb tree reference needed for collision detection
[8724]181  AABBTreeNode*           aabbNode;           //!< the tree node of the first level of a axis aligned bounding boxes tree: model dimension
[4680]182
[6142]183  bool                    bCollide;           //!< If it should be considered for the collisiontest.
184  bool                    bVisible;           //!< If it should be visible.
185
[8190]186  OM_LIST                 objectListNumber;                //!< The ObjectList from ObjectManager this Entity is in.
187  ObjectManager::EntityList::iterator objectListIterator;  //!< The iterator position of this Entity in the given list of the ObjectManager.
[8894]188  OM_LIST                 lastObjectListNumber;            //!< the last ObjectList from the ObjectManager this Entity was is in
[6142]189
[6341]190
191
[8190]192  float                   scaling;                         //!< model's scaling factor
193  int                     scaling_handle;                  //!< handle for syncing var
194
195  std::string             modelFileName;                   //!< model's file name
196  int                     modelFileName_handle;            //!< handle for syncing var
197
[9008]198  int                     list_write;                      //!< entity's list
199  int                     list_handle;                     //!< handle for list changes
[9110]200 
201  float                   health_write;
202  int                     health_handle;
203 
204  float                   healthMax_write;
205  int                     healthMax_handle;
[9008]206
[8190]207  CollisionHandle*        collisionHandles[CREngine::CR_NUMBER];  //!< the list of the collision reactions
208  bool                    bReactive;                              //!< true if there is at least one collision reaction subscibed
209
210  PhysicsInterface        physicsInterface;                //!< the physics object of the WorldEntity
[9003]211  bool                    bOnGround;                       //!< true if this entity is standing on the ground
[8190]212
[8490]213  protected:
214  Vector                  velocity;                        //!< speed of the entity
215
[2036]216};
217
[3224]218#endif /* _WORLD_ENTITY_H */
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